Siti Khumairah Fiqrilah
Sekolah Tinggi Agama Islam Negeri Majene

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Pembelajaran Digital Era Society 5.0: Pemanfaatan Quizizz dalam Meningkatkan Hasil Belajar Siswa Siti Khumairah Fiqrilah; M. Rusydi Ridha; Dela Kartika Sari; Nur Fadilah dr; Samratan
Advances In Education Journal Vol. 2 No. 1 (2025): Advances In Education Journal (Agustus)
Publisher : Yayasan Al-Afif

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The purpose of this study was to determine how the use of Quizizz learning media affects student learning outcomes in review material in class XI at MA DDI Majene. The method used is Classroom Action Research (CAR) carried out in two cycles: planning, implementation, observation, and reflection. The subjects of the study were ten students in class XI during the first semester of the 2024/2025 academic year. Data were collected through learning outcome tests, observation, and documentation. The results showed that the application of the model improved student learning outcomes. game-based learning (Game Based Learning) using Quizizz. In the pre-cycle stage, the average student score was 62.4, with only 20% of students achieving the Minimum Completion Criteria (KKM). The average score increased to 82.8 after cycle I, with 60% of students achieving KKM. In cycle II, all students (one hundred percent) achieved scores above KKM. with an average score of 89.6. The application of Quizizz has been shown to significantly increase student participation, motivation, and learning outcomes. Thus, game learning media such as Quizizz are very effective in improving student learning outcomes in review material.
Efektivitas Penerapan Strategi Gamifikasi terhadap Motivasi Belajar Peserta Didik SMP Ahmad Gazali; Siti Khumairah Fiqrilah; Nurul Izza; Nur Fadia; Anwar Nur Wahid; Ansar; Nur Ainun
Al-Ilmiya: Jurnal Pendidikan Islam Vol. 1 No. 1 (2025): Al-Ilmiya: Jurnal Pendidikan Islam (Juli)
Publisher : Al-Ilmiya: Jurnal Pendidikan Islam

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This study aims to determine the effectiveness of the gamification learning strategy in increasing the learning motivation of eighth-grade students in Islamic Religious Education at SMP Negeri 1 Tinambung. This study used a classroom action approach with a pretest-posttest design implemented in two cycles. Data were obtained through a learning motivation questionnaire filled out before and after the implementation of the gamification model. The results showed a significant increase in learning motivation. In the pretest stage, 6 students (66.05–79.35%) were in the high motivation category. After the implementation of gamification, this number increased to 7 students (73.65–86.95%) in Cycle 1 and remained at 7 students (74.15–87.45%) in Cycle 2. Students who were previously in the medium category successfully improved. These findings indicate that gamification through a reward system, healthy competition, and direct feedback can increase learning motivation effectively and sustainably.